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I got an early copy of Strixhaven to read through and review. Now that it has dropped, here's what I thought!
Quick Review (No Spoilers)
Player options account for approximately 21 pages of this book and include:
A new playable race, the Owlin
5 new backgrounds for Strixhaven students, one from each of the Strixhaven Colleges
2 new feats
5 new spells
8 new magic items
The rest of the book is for DMs and will be primarily used to run a game in the world of Strixhaven:
17 pages about life on the Strixhaven campus
4 short adventures that take players from 1st to 10th level
44 new monsters and NPCs to populate the world of Strixhaven
Pros
The adventure included in this book makes the setting a lot more accessible to your average playgroup. Other campaign settings which only provide an overview of the setting are reliant on the DM to homebrew an entire campaign whereas the Strixhaven book gives tables a good launching off point.
The adventure chapters provide plenty of area maps as well as battlemaps for important locations around campus that can be helpful even if you aren’t going to run the adventure.
The NPCs provided in this book are fleshed-out and can be useful for running a Strixhaven campaign even if you don’t follow the adventure.
The backgrounds provided in this book are very unique because they provide a feat based on the college chosen, on top of extra spells. This makes the student background easily the most powerful background choice released in 5e, though they are quite specific to Strixhaven. They may need some reworking to fit into other settings, but for those players looking to optimize a build for another campaign they will provide a significant power boost.
Cons
This book is very much a resource for running adventures in the university of Strixhaven. There are only a couple of pages devoted to the larger magics and mysteries of Arcavios which introduce more questions than they answer. If you’re planning an adventure that uses Strixhaven as a starting point and are planning on branching into the rest of the world, you won’t have much information to go off of.
Likewise, because this book isn’t entirely devoted to the adventure, it is lacking in some areas. We discuss the adventure, what it does right, and where it can be improved in the in-depth review.
Most of the playable options presented in this book (spells, magic items, background, feats, and even the monsters to some extent) are very setting specific. If you were to buy this book to read, but also wanted to have access to the content for a separate non-Strixhaven campaign, there won’t be a ton of options that can directly be transferred across without having a wizard school of some sort in your world.
Apart from four classes (one for each year), classes are skipped over entirely. We have attempted to remedy this situation by compiling 144 class ideas for Strixhaven courses in our supplement Strixhaven: A Syllabus of Sorcery.
I think the conclusion is that if some would run a magic school game in D&D then Strixhaven is the place to go for inspiration and support, but not for a finished plug-n-play campaign